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<blockquote data-quote="mozartprado" data-source="post: 5339645" data-attributes="member: 96048"><p>The idea isnt about the tome or whatever, the offhand implement could be any implement, the idea is into havin the 3 at wills that can repeat the action if the target attacks the mage back, and since they stack both the -2 to hit and give Int (Cold), Int (Fire), Int (Psichic), Int (Force) damage if the enemy attack, its like the best defense since the enemy would have to face getting a lot of damage if they think in attack the mage and the mage can keep blasting his at wills justo to keep the Ripostes ready, and when the enemy actually attacks it would reset the timer since he can reactively repeat them at the target, then giving some time to him to cast some encounter spells, and since the daily are mostly summons they can also be cast using only the minor actions between the at wills.</p><p></p><p>The offhand by instance only give +6 damage to the implement powers, and I think would be good to change for the staff mastery since can give some defense that I neglected into the build, also can reduce the Wis to only 18 so can get con to 16, giving 2 more surges and some better bonus for staff mastery, or maybe use the Summon Tome Mastery to use the Tome Encounter power that makes lotta Stackable Temporary HPs for the party.</p><p></p><p>This other I think is needing some change since we could like for 3 HP damage at each member of the party, make a bunch of Temporarys if everyone run arround the Tome Summon... Im not sure if it would damage the target each time it moves arround, or if would be only once but anyway each 3 damage would give 3 Temporary for each team member...</p><p></p><p>But this way I think is quite confusing since this spell isnt clear to me how it works.</p><p></p><p>Anyway I was wondering if all those feats would really work in this build.</p><p></p><p>Like when he cast the Winged Horde:</p><p></p><p>Attack: +36 (3(Expertise)+15(half level)+10(Int)+6(implement)+2(Ring)) </p><p></p><p>Damage: 1d6+25(6(Implement)+6(Offhand Implement) +6(Staff of Ruin)+4(Mindwrap Staff)+3(Fire Bonus))</p><p></p><p>Target cant oportunity</p><p></p><p>+1 to hit if ally in area.</p><p></p><p>-2 to damage Increase area to 2</p><p></p><p>Crits with 19 give: +6d10+3d6 to the target +6d10 to one chosen target (not sure if thats what the explosion feat ment to make but I undestood this way)</p><p></p><p>5 Ongoing Fire</p><p></p><p>-3 to 1st save against it</p><p></p><p>if have ongoing before attack +6 extra damage</p><p></p><p>If hits more than one target +4 damege</p><p></p><p>if target bloodied +6 damage</p><p></p><p>If hit with fire attack within 2 previous rounds +2 damage</p><p></p><p>If expend all encounter attacks +2 damage</p><p></p><p>Targets imune to fire leave with only 5 Resistance and those with less have none at all</p><p></p><p>+5 Damage if target have fire resistance this way nulifying immunity and making resistance to fire work like actual 5 vulnerability.</p><p></p><p>if target attacks the mage 10(int) fire Riposte</p><p></p><p>if target attacks the mage 10(int) dano Psichic Riposte</p><p></p><p>if target attacks the mage repeat the attack against the target as reaction</p><p></p><p>Ripostes working untill end of next turn so giving time to cast 2 at will attacks if the target never attacks the mage, and giving time to introduce the 3rd at will if the enemy do attack.</p><p></p><p>Chilling Cloud would give extra 10 (Int) Cold Riposte</p><p></p><p>and ilusory ambush would give the Psichic one even if riposte cant give both sources from the same attack (Flying Horde is Psichic and ire)</p><p></p><p>Well the everytime attacks would go this way, the daily and encounter are for changes... I think the encounter I would favour the Chain Lightning and Dancing Bolts since they are awesome starting spells since they target so many enemies, and tomebound I think would be nice also to boost the party with temp HPs... so he could start the riposte procedure... Dailys are only for the hardest encounters and they wouldnt change the way the mage plays would just enter in the middle with the minor actions and Time Stop that this time would be nice to use with the Time Stop Tome that give 3 Free Actions that could summon even 3 at once making an army for the mage... and a mess in the encounter.</p><p></p><p>But well I was meaning those kinda stuff, mostly to clarify the rules I am not so sure how works, couse ppl say so many times Mage suck and I see with this build that this one would only use daily when he really facing awesome oponents.</p></blockquote><p></p>
[QUOTE="mozartprado, post: 5339645, member: 96048"] The idea isnt about the tome or whatever, the offhand implement could be any implement, the idea is into havin the 3 at wills that can repeat the action if the target attacks the mage back, and since they stack both the -2 to hit and give Int (Cold), Int (Fire), Int (Psichic), Int (Force) damage if the enemy attack, its like the best defense since the enemy would have to face getting a lot of damage if they think in attack the mage and the mage can keep blasting his at wills justo to keep the Ripostes ready, and when the enemy actually attacks it would reset the timer since he can reactively repeat them at the target, then giving some time to him to cast some encounter spells, and since the daily are mostly summons they can also be cast using only the minor actions between the at wills. The offhand by instance only give +6 damage to the implement powers, and I think would be good to change for the staff mastery since can give some defense that I neglected into the build, also can reduce the Wis to only 18 so can get con to 16, giving 2 more surges and some better bonus for staff mastery, or maybe use the Summon Tome Mastery to use the Tome Encounter power that makes lotta Stackable Temporary HPs for the party. This other I think is needing some change since we could like for 3 HP damage at each member of the party, make a bunch of Temporarys if everyone run arround the Tome Summon... Im not sure if it would damage the target each time it moves arround, or if would be only once but anyway each 3 damage would give 3 Temporary for each team member... But this way I think is quite confusing since this spell isnt clear to me how it works. Anyway I was wondering if all those feats would really work in this build. Like when he cast the Winged Horde: Attack: +36 (3(Expertise)+15(half level)+10(Int)+6(implement)+2(Ring)) Damage: 1d6+25(6(Implement)+6(Offhand Implement) +6(Staff of Ruin)+4(Mindwrap Staff)+3(Fire Bonus)) Target cant oportunity +1 to hit if ally in area. -2 to damage Increase area to 2 Crits with 19 give: +6d10+3d6 to the target +6d10 to one chosen target (not sure if thats what the explosion feat ment to make but I undestood this way) 5 Ongoing Fire -3 to 1st save against it if have ongoing before attack +6 extra damage If hits more than one target +4 damege if target bloodied +6 damage If hit with fire attack within 2 previous rounds +2 damage If expend all encounter attacks +2 damage Targets imune to fire leave with only 5 Resistance and those with less have none at all +5 Damage if target have fire resistance this way nulifying immunity and making resistance to fire work like actual 5 vulnerability. if target attacks the mage 10(int) fire Riposte if target attacks the mage 10(int) dano Psichic Riposte if target attacks the mage repeat the attack against the target as reaction Ripostes working untill end of next turn so giving time to cast 2 at will attacks if the target never attacks the mage, and giving time to introduce the 3rd at will if the enemy do attack. Chilling Cloud would give extra 10 (Int) Cold Riposte and ilusory ambush would give the Psichic one even if riposte cant give both sources from the same attack (Flying Horde is Psichic and ire) Well the everytime attacks would go this way, the daily and encounter are for changes... I think the encounter I would favour the Chain Lightning and Dancing Bolts since they are awesome starting spells since they target so many enemies, and tomebound I think would be nice also to boost the party with temp HPs... so he could start the riposte procedure... Dailys are only for the hardest encounters and they wouldnt change the way the mage plays would just enter in the middle with the minor actions and Time Stop that this time would be nice to use with the Time Stop Tome that give 3 Free Actions that could summon even 3 at once making an army for the mage... and a mess in the encounter. But well I was meaning those kinda stuff, mostly to clarify the rules I am not so sure how works, couse ppl say so many times Mage suck and I see with this build that this one would only use daily when he really facing awesome oponents. [/QUOTE]
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